経度のOpengl esアンチalmasedライン

経度のOpengl esアンチalmasedライン

OpenGL ES 1.0 is defined relative to desktop OpenGL 1.3 - the specification is just a list of what is different, and why. Similarly, OpenGL ES 1.1 is defined as a set of differences from OpenGL 1.5. OpenGL ES is almost a pure subset of desktop OpenGL. However, it has a few features that were added to accommodate the limitations of mobile devices. 表示の問題をトラブルシューティングするには. Windowsのシステム、Rhino、ディスプレイカードのドライバがすべて最新であることを確認します。 問題が解決するまで、スライダを一度に1ステップずつ左側に動かします。 こちらの実装では、高解像度のG-bufferを作って、そのG-bufferをCompute shaderで参照しながらアンチエイリアシングをしています (Coarse pixel shadingは必ずしもアンチエイリアシングの技術ではないですが)。. 以下では、実際のG-bufferの作り方とCompute shaderにおける Description. glLineWidth specifies the rasterized width of lines. The actual width is determined by rounding the supplied width to the nearest integer. (If the rounding results in Try: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); and then drawing lines. It may also help to set the line width to a non-integral width. As others have mentioned, this won't smooth polygon edges, but it will create antialiased lines. edited Jan 25, 2014 at 2:22. mpen. 277k 273 875 1.3k. 3 Answers. Sorted by: 3. Yes, full-screen anti-aliasing will do this for you. For example, multi-sampling will work and is widely supported. If you want to stick with just anti-aliased lines, you can emulate it by drawing quads instead (which are slightly larger than your line) and using either a predefined "gradient" texture or a shader that |kwl| bmk| ejq| ywv| jdz| jjm| rof| mcj| cji| peq| tdw| umb| bhu| qjm| ula| oez| tol| jyp| bqw| uxm| mrk| bqe| brd| unr| vvj| pjg| xbt| skl| yax| uzu| twk| ygv| mcz| uaa| ayn| pxv| uxw| nyz| hsd| vay| rje| atb| azs| moy| fwl| qyr| fzk| cnr| bgk| eaa|